make mouse movement and capture depend on window focus
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dbe6217e24
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86bf16b680
@ -82,6 +82,8 @@ typedef struct EngineContext {
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bool resync_flag;
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bool was_successful;
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bool render_double_buffered;
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/* signals mouse focus, used to disable mouse capture */
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bool window_mouse_resident;
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} EngineContext;
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/* TODO: does it need to be marked with TWN_API? */
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@ -218,7 +218,7 @@ void input_state_deinit(InputState *input) {
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void input_state_update(InputState *input) {
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/* TODO: don't spam it if it happens */
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if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture) != 0)
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if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture && ctx.window_mouse_resident) != 0)
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log_warn("(%s) Mouse capture isn't supported.", __func__);
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int x, y;
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@ -231,7 +231,9 @@ void input_state_update(InputState *input) {
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input->mouse_relative_position = (Vec2){ (float)x, (float)y };
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ctx.game.mouse_position = input->mouse_window_position;
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ctx.game.mouse_movement = input->mouse_relative_position;
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if (ctx.window_mouse_resident)
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ctx.game.mouse_movement = input->mouse_relative_position;
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for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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Action *action = &input->action_hash[i].value;
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@ -42,6 +42,16 @@ static int event_callback(void *userdata, SDL_Event *event) {
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ctx.resync_flag = true;
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST: {
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ctx.window_mouse_resident = false;
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break;
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}
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case SDL_WINDOWEVENT_FOCUS_GAINED: {
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ctx.window_mouse_resident = true;
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break;
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}
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default:
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break;
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}
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@ -706,6 +716,7 @@ static bool initialize(void) {
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*/
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ctx.render_double_buffered = true;
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ctx.window_mouse_resident = true;
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return true;
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